A lot has been written about GT5 lately, probably nearing hundreds of thousands or words or more. But nothing can prepare you for some of the experiences you'll have in GT5.
I knew I had to review this game last night, when I was having a white knuckle ride doing one of the new additions to the game, the GT Special Events.
I was at the helm of an '10 SLS AMG tuned by Gran Turismo, doing a time attack on Sector 1 of the Nurburgring. Gripping my Logitech wheel with a rigour reserved for few other solo pursuits, I found myself concentrating harder than I had on my final law exam. Sweat dripped down my brow, trees we zipping past, my arms constantly moving, making strong turns and subtle corrections, my fingers flicking the gear paddles to go up and down. The cabin of my car was jolting and shaking from the uneven road surface as my speeds reached 230, 240 then 250kp/h, all being physically fed through to me via the wheel's force feedback (which I'd turned up to its strongest level). I was focused as much on my peripheral vision as I was on the road ahead, and using both the sound of the engine the and little red alert light to gauge when to change gears up or down. I was totally absorbed, and only finally exhaled when my right side wheels just clipped enough grass to lose all grip, and make the left side of my car travel faster than the right, sending me into an uncontrollable spin. As the car came to a violent halt, I let go of the wheel, which span left to right of its own volition, and sat back. My heart was beating hard in my chest, and adrenaline was coursing through my veins. 'Wow...' I exclaimed to myself. This is Gran Turismo 5.
I can't remember the last gaming experience I had that took me in and held me like that 1 minute and 13 seconds did. To me, that was the pinnacle of my gaming experiences. I'm a gamer. I have a broad collection spanning all genres. I've enjoyed all manner of games. But nothing was like that. Where other games are fun, GT5 is intense.
It's a shame then that much of the content in the overall GT5 package doesn't quite reach this level of brilliance. But then again, how could it? GT5 is a game of the high highs mixed in with flashes of mediocrity. So let's delve into the experience and find out why.
First and foremost, what you'll notice about GT5 is the quality of it's presentation. The menus, though difficult and cumbersome to navigate at times, look and feel expensive. Other games seem tacky by comparison. Get past the initial install of patches and game data, and your greeted with an introduction movie that screams big budget, then you'll then hear the trademark notes of GT's easy listening jazz and be greeted by 4 main menu options while one of a selection of random movies plays in the background.
You'll be able to dive into the grind that is GT Mode, head straight to the track on a fast car in Arcade Mode, create something unique to test the extremes of your driving mettle in Course Maker, or sit back, relax and enjoy the armchair automotive enthusiast delights of Gran Turismo TV (one terrific feature many seem to have ignored). I dived straight into GT mode. If you've played previous GT games, you'll know what to expect. Beginner, Amateur, Professional, Expert and Extreme series in A-Spec, then a driver management mode of B-Spec (a feature I must admit I'm yet to deeply explore). This time however, licenses are not compulsory. What does restrict you is the new experience point leveling system. This I believe to be a good addition, and makes purchasing new vehicles a strategic decision as opposed to just buying the fastest cars from the outset.
Going into GT mode I initially scanned through dozens of cars available in the Dealerships and Used Car Dealerships. This is where you'll first notice the much talked about 'Premium' and 'Standard' car divide, though its not as jarring as some say on first impressions.
The premium cars are the most impressively rendered digital creations to grace a game I've ever seen on any console. The level of detail is unprecedented. Squint at them as the camera pans past them in the showroom and they look real. Get one into photo mode and you can make them look real (more on that later). Take them to the track and they're just as impressive. All the cars I've driven so far are as beautiful inside as they are on the outside. I've even able to get a carbon copy of my real world ride, the Mitsubishi Lancer Evo X. Racing it and watching it makes me feel like I'm simply watching my exact car on the screen, and its amazing to behold.
Standard cars on the other hand look fine in the showroom, but its when you take them out on the track and get camera close ups it becomes particularly evident many are just direct PS2 ports with seemingly no touch ups done. In short, some standard cars look plain horrible- and it doesn't help the game dishes them out to you as rewards for winning cups either. For example, I won the '99 Hommell Berlinette RS Coupe that I attempted to use in one event specifically reserved for French cars. When the camera panned across it prior to the race, it was just plain ugly to look at, and off putting for what is otherwise a beautiful game.
Many standard cars on the other hand also seem to be modeled quite well, and some even appear to be modeled for GT5 and not ported from GT4. For example the Bugatti Veyron, oddly a standard car, is nevertheless nice to look at, and doesn't suffer the same lack of polish that other cars do. Some standard race cars, like Japanese Touring Cars, also look quite impressive even in standard form. In short though, standard cars are a very mixed bag of good and plain bad.
It helps then that the core driving experience in GT5 is simply second to none. I've played a lot of racing games. I've also played the only other major racing simulation game on the market quite a lot. But nothing compares to GT5 in regard to driving. Each car is either extremely or subtly (or somewhere in between) different in its handling. You know just from the feel of the car whether its engine is front, rear or mid mounted, whether its front, back or rear wheel drive, if it has softer or harder suspension, what tyres it has, how much camber is on the front and rear wheels, if its riding low or high and so on. It's just that good. The physics are totally realistic, and another major improvement over previous GT games is the real sense of speed you get. Going fast in GT5 feels exciting and dangerous at the same time. There's a palpable feeling velocity, especially in race cars.
What can bring you out of the racing experience sometimes however, is the seeming stupidity of the AI. They are good at avoiding collisions with each other, though you will notice them crash and spin out from time to time, which is quite cool and ads realism. However, they seem totally averse to avoiding collisions with you. Many times I've been rammed off the track. Sometimes it will be your fault, making driving or braking errors. Many times it won't. For example, in one event on the Ciruit de la Sarthe, a track in France comprising of a number of very, very long straights, I was rammed off course and into a wall from behind mid way down the straight. This was born of the AI's inability to compensate for the fact that I was in front of him, and he continued on his line right through me.
This also makes you notice another aspect of GT5 that is contentious. Damage has never been a key feature of GT games. This is a simulator, not a Burnout style arcade racer where the crash is 60% of the thrill. However, damage in a simulator is also an important tool to immerse you in the experience, and what damage I've found to be implemented thus far in GT5 is not nearly as realistic or comprehensive as I expected. Racing physics are top notch, collision physics are not. Damage seems to be, at the point I'm at in the game (I've read conflicting reports that it becomes 'unlocked'), cosmetic and inconsequential. The example I used previously (on being rammed on la Sarthe and smashing into a wall) would be the type of car destroying crash you'd see in a high speed race. But it wasn't. I could drive away from the crash, the only consequence being there was some denting and scratching on the car, and I had no chance of winning the race. On standard cars the damage is less evident, however it is noticeable- being scratching and panel discolouration from smoke, dust and dirt. Premium cars will have more noticeable damage inflicted if they pinball off walls or off other cars with body deformation implemented, and race spec cars seem to be damaged the easiest. Yet I'm yet to notice any effects of this on the cars' mechanical operation- but news is a patch is incoming to implement this system. Also another thing I've noticed about the damage is that windscreens and headlamps/rear lamps seem impervious to cracks and smashes- maybe a forgotten aspect of the damage model. Yet this said of the damage modeling and collision aspects of the game, it doesn't detract from the experience enough for it to be jarring. Rather it just seems to be a footnote to the whole experience that could have been expanded on slightly.
Speaking of expansion, lets talk about car modification. Premium cars can be modified in a number of ways both mechanical and cosmetic. Standard cars can only receive mechanical and not cosmetic upgrades. This isn't a problem to a purist like me. Generally I like to keep most cars as stock as possible save for perhaps new wheels on a few Japanese cars (they seem to benefit most from that). However, I do like to go nuts sometimes and buy a car I'll turn into an absolute beast. All mechanical modifications in the game come in stages and hit your wallet so you'll have to save money for them. There are also some great body and race mods available on premium vehicles, but its a little disappointing that this is limited to premium vehicles only. These include things like spoilers and carbon fibre bonnets, that both change the look, handling and weight of the car. Another aspect missing from the game is the ability to upgrade the brakes. This seeming oversight may come in a further update, as it was present in every other GT game, and is a must if your making your car lighter and faster, making for a baffling miss cue. Modifications now extend to painting the car and its wheels too with colours you pick up from owning a car with that paintjob. Be wary however, you can only choose to use a colour once unless you buy a car with that same colour again, so choose wisely. There's also the ability to change the colour of the car's custom wheels, which can make for some nice cosmetic match ups.
Further highlights off the track extend to an often overlooked feature Gran Turismo TV. Personally as someone with an interest, albeit not an intense one, in motoring, I find this be be a very rewarding feature. You are given the ability to download high and standard definition videos, which range from free, documentary type content to paid full Japanese touring car races. I've viewed a lot of the free content, and there's a rich and deep selection. Paid content runs at a reasonable price also, but I am yet to put the money down for what is on offer here. For a motoring enthusiast however, I can see such being more than willing to part with a few dollars for some content available.
Another such off-the-track highlight is GT5's photo mode. This for me is a stroke of genius, and an absolutely addictive feature of the game geared to provide for some serious car porn. You can take photographs (of premium cars) in either recreated real world locations, such as Kyoto's Gion district (somewhere I've actually been and have real photos of!) in Photo Travel mode, or you can enter photo mode during a replay and photograph either premium or standard cars. One thing to note about replays though is there's no fast forward or rewind button so you'll have to chose you photography time wisely with the pause button. Photo mode is not a mere tack-on, but a fully fleshed out feature that can yield stunning results. Note that the photos taken will picture what's on screen, but then re-render or upscale the image to eliminate imperfections, providing some stunningly detailed shots. You have many of the options found on an SLR camera all being fully adjustable, and also have the the ability to add a variety of filters to the image. It's definitely a feature worth exploration.
Back into the on-track core of the game, GT5 makes the addition of Special Events, which are a fantastic! These events are where you'll find Rally, Kart Racing and the above mentioned AMG Nurburgring challenge, among many other things. Completing these events not only rewards you with a great amount of money (but only once), but can really improve your driving skills and provide some exhilarating experiences. Aside from the AMG NBR Challenge, my favourite thus far has been the NASCAR mode. This has given me a new appreciation of racing in a circle, and makes you realise it's a sport as tactical and planned as it is fast paced and dangerous. It's about technique and balls, and it's terrific fun. The Rally Challenge also shows that Polyphony have really paid attention to making the game's Rally mode playable. No longer will you drive around with seemingly no grip, and when handled the right way, rally in GT5 is as good as any specialised rally game on the market.
Another new feature, course maker, also ads legs to what is already a very content laden experience. More a generator than creator, you choose a location then set of parameters and a course is generated to your specifications, which you then have the option of tweaking section by section. By my last count I've made 13 courses so far, each different and unique and challenging in their owns ways. It's a great way to provide something new if you get sick of the 70 or so tracks and variations.
Speaking of those tracks, there's some great new additions to some classic GT staples. Cape ring is my favourite course. Set somewhere in Japan (Mt Fuji is visible in the distance at one point) it's main feature is a giant loop in the circuit. It's also laden with tight and blind turns, and provides for some thrilling racing. In fact, all courses in GT5 provide their own thrill in some way, and are very well designed (even if they're carbon copies of the real thing). The hallowed Nurburgring however, makes for the ultimate test of driving skill.
Also in relation to the tracks, is the implementation of dynamic weather and day night cycles to the races. This means either snow for snowy rally tracks and rain for tarmac courses. This is a feature available however to only some tracks, but is a welcome addition. High speed wet weather races in premium vehicles make for some particularly stunning rain effects on your windshield, and night races look particularly beautiful.
The game graphically is down right impressive, but as noted by others, there does seem to be a little inconsistency in love given to tracks. While for the most part tracks look terrific, some, like the Monaco GP course, seem to be lacking what the others have in terms of detail. Yet you won't notice this when your shooting along the track at hundreds of kilometres an hour, and only the most nit-picky of graphics die hards will have issue some of the track-side texture work. These are race courses after all, and 99% of what you see you'll see at speed and only for a few seconds. There is also the often mentioned problem with some shadows becoming jagged in the in car view or when the camera pans the cars in replays or prior to a race, but to me this was not an issue- while somewhat distracting in replays, shadows become the least of your concerns when in the heat of a race.
The game also runs at a smooth pace, and suffers only minor, very unnoticeable dips in framerate if there's some particular mischief going on between a bunch of drivers on screen at once. What's more noticeable is some screen tearing every so often, but again its very minor (nowhere near say on the level of Assassin's Creed II or IL2 Sturmovik), doesn't happen often, and you won't even notice it in the heat of a race. Jaggies also show up if your car drives through smoke or dust as if something hasn't been filtered correctly. But again, when viewed in the scheme of things, it just isn't that big a deal.
Sound I also found to be very appealing. There's the ability to create a custom soundtrack with music you have on your PS3, but I think the song list provided with the game is perfect and provides lots of variety. If your sound system has a subwoofer, then you'll definitely notice the 'oomph' in the car engine noises (I love the sounds of the Ferraris), and overall everything sounds solid (aside maybe from the collision sound effect).
All this written and we haven't even touched online mode. Online mode seems to be a maligned feature in GT5 for its unique set-up and lack or shortcuts, and I have to agree with some criticisms. But overall I think online mode for GT5 is on the right track. The room system where players create their own games suits the game's style perfectly, and I've often had some great races with random people as well as friends. Yet finding decent rooms is difficult with limited search parameters and lack of matchmaking. Online works great, there's no lag with a good connection, and there's also the ability to set race rules and restrictions to even up the fields. One feature I like particularly as host is feature to pick the cars from the arcade garage available to use- so if you want everyone in a Fiat 500, its easy to set up. You can also set it up so players vote for the next track, or the host can choose, and an easy to use chat function makes communication for with those not using headsets a breeze. Online mode also makes for great racing because Polyphony have implemented a feature making anyone who wants to clown around and play destruction derby instead of racing a 'ghost', meaning they won't be able to ram you off course or take you out head on coming around the wrong way. The game also seems very adept and distinguishing between purposeful and unintentional collisions. It would benefit from the implementation of an easier to use invitation feature for friends (the current one is pretty much unusable so friends will have to find you somewhere on the list), and perhaps the ability to earn money and XP from races, but online mode for GT5 is great fun as is, and with expected patching promises to get even better.
So, after my two cents on the game, the final word from me is that GT5 is a great, great game. If you were expecting revolutionary, you won't get it. GT5 is an evolution of the series, a strive at perfecting the Gran Turismo formula- not reinventing it. In this it both succeeds and misses the mark. Inclusions of new features also in some cases raises questions why others are missing (brake upgrades?), and some decisions developers have made will leave you slightly baffled (like why not have 4-500 'premium' level cars instead of over 1000 when many are ugly PS2 ports without cockpit views?). Yet, at it's core, GT5 is the console racing experience. It simply has the innate ability to amaze, something so very few games do. It provides those 'pinnacle of gaming' type experiences, even if they only be for a fleeting 1 minute 23 seconds on the Nurburgring.
So do yourself a favour, buy yourself a force feedback wheel and a copy of GT5, and find some serious entertainment.
From Digital Foundry: "Welcome to the third part in the biggest DF Retro episode we've ever produced - a year-by-year look at how 1080p gaming fared on the PlayStation 3. Launched in 2007 touting its then-exclusive HDMI digital interface, Sony layered full HD gaming on top of its Cell processor and RSX 'Reality Synthesizer' as key selling points for its third generation console. Of course, we all know how that turned out - both Sony and Microsoft machines routinely ran the most advanced titles at sub-720p resolutions, often with questionable performance, so what happened to the 1080p dream?
In the first two parts of John Linneman's investigation, we've covered off the first four years of the Triple's lifecycle and moving into 2010, the overall fortunes of the PlayStation 3 continued to improve. The platform holder released - what was then - the most advanced motion controller in the console space, backed up by experiments with stereoscopic 3D, which turned out to be a short-lived but still formidable pairing. Combined with a strong E3 showing, PS3 was looking good.
However, it's fair to say that it was a fallow year for 1080p gaming on the system, with only Scott Pilgrim Saves The World's razor-sharp pixel art upscaling, Castle Crashers and Soldner X2's 3D/FMV stylings accommodating full HD output - alongside a wonderful Monkey Island remaster."
Just remember ladies and gentlemen, Sony never said all games would be 1080p. Only that the system would support games up to 1080p in a survey before the system was released.
https://spong.com/article/9...
And as we saw, some games did support it, some games tried their best to support it and some games didn't or never reached it.
Is a higher resolution great to have if you can do it? Sure. Is it necessary for a fun game? No
But what I find interesting is Eurogamer. Are they really talking about HD and PS3 in their article or are they really pushing their 4.50 Euros 4K video download subscription? Seems one is being used to sell the other. Just look at the bottom of the article.
This really feels like a filler article. I don't feel like I learned anything notable or substantial from this. I feel they could have reduced the unnecessary intro and over-explanation of things and put the whole series in one article for a more substantial and possibly informative piece rather than piece-mealing it out as they have.
When thinking about simulation racing games in this console generation, it’s not unreasonable for your first thought to be “Forza”. Microsoft’s first-party sim-racer series has been wildly successful, and for many of us, it’s been the go-to franchise for quite some time. But simulation racing games weren’t always synonymous with Forza; there was a time when Polyphony Digital’s hardcore series, Gran Turismo, reigned supreme. While the long-time franchise continues to sell exceptionally well, there’s no doubt that it isn’t the young, spry series it used to be.
It became the best online racing community for console players and its an amazing achievment.
I do think they need some new creative heads in to give them some new perspectives, they seem stuck in a rut. It's a very high quality rut but they're still stuck in it.
DSOGaming writes: "It appears that the best Playstation 3 emulator that is currently under development, RPCS3, received a new update recently. kd-11 has implemented new Surface Cache fixes to RPCS3 that reportedly improve the appearance of car reflections in Gran Turismo 6, and fix various graphics glitches in other games."
If someone out there in internet land could make a decent PS3 emulator imagine what Sony could actually do if they put the time and effort in to make this happen for their next console?
It's definitely not impossible as we can see here. It should definitely be done since BC seems to be very important to Sony this next gen. Imagine PS+ free game offerings from Sony that could include the whole catalog from the PS console family..fantastic.
Racing games should be some of the easiest to emulate and they're still not hitting 60fps with it, to say nothing of image flickering and occasional sound issues.
Still gonna be a bit yet before they have it fully up and running, it seems, and even then it may only work for part of the library. :/
Is it possible to have PS3 emulation on PS5?yes depending on what kind of power it really has.
An i7 9700k is no slouch and the PS4 already has a God of War 3 running much better with less
power required because they converted CBE to X86 which is not something you want to be doing in the long run.
What power would be required to play these games emulated at said PS4 version?.
It's not an easy situation Sony themselves created and ultimately I believe they are happy this way because they
want you to use PSNow,that service is why you will not even get it. (let's not forget that it was a huge investment)
Great review!
Good review mate. Better than 90% of the junk I have read from the so-called game journalists. I use a G27 and the AMG challenges really got my blood going too.
Cant wait for time trial leaderboards. PSNID rtoale - add me.
Nice review, Its worth the score.
The kind of game you "accidentally" put 300 hours into and go..."wow how the fuck did that happen".
agreed